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Messages - TukketTaco

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General Discussion / Re: I played with X
« on: August 18, 2013, 05:56:54 am »
I played quite a bit of matches with Shukketsushi as my main engi, every single match went well (we won every match), didn't die a single time due to a wonderful job done by Sushi, was good to fly with her :)

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The Docks / Re: Quack Quack, it's Duck Time
« on: July 28, 2013, 06:58:17 pm »
Hey Ducks, I need someone to clone Jace, failing that, I need a new captain with me on the Brood.

Requirements
1. Huggable
2. Brawlable
3. Communicable
4. Chillable
5. Aggressivable

Sasquatch, perhaps?

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Community Events / Re: "The Cogs" Finale - Brackets
« on: May 14, 2013, 05:32:36 pm »
immediately fallowing if someone uses the phrase "Luck of the draw" I would stab them in the face.
salute

and  will Brood be against the Gentlemen or Polaris?

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General Discussion / Re: I played with X
« on: May 01, 2013, 03:43:32 am »
Today I played with Lord Dick Tim, MrEleven, Lius, and quite a bit of others. Three matches in particular were rather amusing for me though.
1.) Turned a game around in Canyon Ambush completely, great come back.
2.) Proving that Captineering works, and I have Tim as proof ( ;) )
3.) A match I just got done playing. Had a great crew that was working perfectly in sync. Although we lost. We only died once, but being able to stay alive just goes to show how well he crew did. Thank you all!~

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Gameplay / Re: Captineering
« on: April 25, 2013, 07:54:49 pm »
While that's a novel idea, I did not. It's not as hard to keep steady in 1.2 physics. I used my gun arc limits to gauge where the boat was facing. Wasn't always perfect but it was my first night of spire practice.
And when I flew with you, you were doing well. I think you should be able to perfect it within time

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Aha! I'm always up for a game like this!

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Gameplay / Re: Captineering
« on: April 25, 2013, 02:49:26 am »
Why? I've just never found anything stronger than the other ships with it. It has two front-guns, which is between pyra and galleon, it's not particularly speedy, and it can't take a battering.
If you still think the Spire has some tactile edge over others in close quarters, let us know what specifically makes it superior over any other ship.

It can't take a beating, and it isn't very speedy. That is true.

However, I use the spire as a weapons platform instead of a chaser- get into a good position, and then open up. If a ship wants to ram, chute or hydrogen will usually avoid the hit. If a ship tries to keep broadsides, or simply linger at a distance with forward guns, the main gun on the Spire can disable them quickly with help from the phoenix claw. In a situation like that, it seldom matters how much health the actual ship has- once a ship's guns are down, its effectiveness has temporarily decreased, and the winner of that first volley will gain the advantage. These things can be generalized to any of the other ships in the game, though, so...

To specifically answer your question, Helmic, about tactical advantage in close quarters:
It has a short profile, but a long draft. This makes turning very easy in close quarters, but harder to follow through holes in debris.
Its fast turning speed will mean that its medium gun will (nearly) always be within arc for firing. In closer range, it is easy for ships to pass each other, and this turning speed is necessary.
At closer ranges, the Hwacha and Double Carronade are at effective range. Usually, I take the Hwacha and have that shooter take burst rounds to help disable, and because heavy clip isn't as required once we're close.

The Galleon turns too slow in close quarters, and the Goldfish's lack of an extra front gun make it less effective(Unless its a blenderfish, I guess). I believe that this ship has a higher potential DPS with its medium gun than the other ships because of this. This is also up for argument, though, but at least that's my reasoning behind it.

The Galleon, while it has more firepower and tanky sheets of armor, it is slow, and it takes more time to change position than the Spire. In wide open spaces, the Galleon is better. However, in places where maneuverability is more important, having a mobile medium/light gun combo will be more effective.

While the Pyra has two front light guns and heavy armor, it relies on constant pressure from both guns, and occasional ramming. Once again, taking out the front guns will cripple its attack power. Two light guns vs a light gun and a medium gun comes down to who shoots first and who's more accurate, but, if both weapons attack at the same time, I'd assume that the heavier firepower would win.

That just got you a Salute. Good day.

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Gameplay / Re: Captineering
« on: April 24, 2013, 09:09:11 pm »
While I see this as all constructive criticism, I'm just clarifying that I don't always captineer, only when I feel it's needed, but seeing all the other ways you all do things does help me make choices on what I should be doing. I thank y'all for that :)

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The Docks / Re: Quack Quack, it's Duck Time
« on: April 24, 2013, 02:57:28 am »
True Facts about the ducks, terrifying.

http://www.youtube.com/watch?v=6k01DIVDJlY

why.... Just why?

....quack quack

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Gameplay / Captineering
« on: April 22, 2013, 01:11:53 am »
Hello all! I will be starting a rather unorthodox way of playing, and will probably get shunned for doing so, BUT! My style of playing is by captaining with the engi class. I do this in case there are emergencies and everyone is gunning. Jus thought I'd share my strategy, adios.

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General Discussion / Re: I played with X
« on: April 22, 2013, 01:03:52 am »
I played with Sasquatch, FightBoyVash, and Huuk. All went pilot and won the match 5-0.

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Community Events / Re: "The Cogs" Ruleset
« on: April 21, 2013, 05:18:41 pm »
Crew and Substitutes
Each team has to have a complete roster of eight members. Two captains and six crew, spread across two ships. Failure to provide a full crew roster on the day of an event is ground for an automatic loss and a compromise match.

Does the captain HAVE to absolutely be in the captain spot? My style of playing is interesting and I prefer to fly as an engineer...

That role's actually called pilot, captain is an entirely different thing. If you want to play as an engineer captain in The Cogs, go for it. Hell, you can run without a pilot if you really want to.

AH, haha I've always just called it captain, sorry. Thank you for clarifying though! A friend told me I wasn't allowed to do that.

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Community Events / Re: "The Cogs" Ruleset
« on: April 21, 2013, 04:51:10 pm »
Crew and Substitutes
Each team has to have a complete roster of eight members. Two captains and six crew, spread across two ships. Failure to provide a full crew roster on the day of an event is ground for an automatic loss and a compromise match.

Does the captain HAVE to absolutely be in the captain spot? My style of playing is interesting and I prefer to fly as an engineer...

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The Lounge / Re: Introductions!
« on: April 20, 2013, 04:08:01 pm »
Heya! AlbinoTaco here, a rather unorthodox player. I like to captineer. Often get people ina rage from doing so, but I'm not too bad. Anywho! Favourite position is probably engi.

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General Discussion / Re: I played with X
« on: March 25, 2013, 01:48:25 am »
Your grammar sucks. love you

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